Case study · Fontys Lectoraat · Stress coaching

Moodlet stress tracker

A stress-tracking app for people with ASD that pairs Moodmetric ring data with the user's own journal entries.

Role
UX/UI Designer
Team
Lectoraat ICT and Design
Context
Fontys research project
Delivered
High-fidelity prototype
The challenge

Helping people with ASD understand their stress, not just measure it

The Moodmetric ring measures physical arousal, which is not the same as stress. Without input from the user, the ring data alone cannot tell you the cause.

The Fontys Lectoraat's stress-coaching project needed an app that paired ring data with journal entries from the user. The data side was the easier part of the project.

The harder part was the audience: people with Autism Spectrum Disorder, who often prefer simple tasks, work at their own pace, and can be triggered by unexpected interactions including push notifications.

Design goal: Build a simple, clear interface that helps users gain insight into their stress patterns through a combination of wearable data and their own journal entries, without overwhelming them in the process.

UX approach

From research to tested prototype

I worked through the problem in three phases, grounded in understanding the user, structuring the functionality, and testing with the target audience before locking the design. Open any method for the full detail.

01

Discover

Understanding the user

02

Define

Structuring the problem

03

Validate

Testing with the target audience

What I designed

What makes Moodlet work for this audience

Three deliberate design choices defined the product:

  • Transparent onboarding about data: People with ASD often need to know exactly what is happening before they will engage. The onboarding makes data permissions, storage, and purpose visible at every step. There are no surprise dialogs later, because for this audience surprises cause the stress response the app is meant to help with.
  • A simple, readable arousal graph: The default for biometric data is to show everything: peaks, baselines, trends, comparisons. For this audience that would be overwhelming. The arousal graph uses one colour, one axis, one clear time window. No legend, no jargon. The detail sits in the journal, not on the graph.
  • "Capture Moment" bridges ring data and self-reflection: The ring measures arousal but cannot explain it. A dedicated Capture Moment button lets the user record what they were doing or feeling at that point, pairing the biometric signal with the user's own context. The data becomes meaningful only when the two layers sit side by side.
Moodlet home screen showing the arousal graph and Capture Moment button
Home screen showing the arousal graph and quick actions.
Design impact

A tested prototype that fits how this audience works

Designing for ASD
view_agenda
3 pages Home, journal, settings
groups
3 interviews The recruitment limit, not the target
tune
2 changes Direct from testing

The result is a high-fidelity prototype that pairs Moodmetric ring data with the user's own journal entries to help people with ASD understand their stress. The full functionality fits inside three clear pages, home, journal, and settings, which matched what this audience could handle without feeling overwhelmed. Three interviews with participants from the target group were the recruitment limit for this project, not the original target, and the findings were sharp enough to act on. Two changes shipped straight from testing: a comparison chart for stacking days against each other, added after users wanted week-over-week patterns, and a simplified SAM (Self-Assessment Manikin), where the original labels were causing more confusion than they helped.

Real talk

What we learned about designing for people with ASD

01

Push notifications were the riskiest part of the design

For most apps a notification is a default tool. For this audience it can trigger the stress response the app is trying to help with. We treated every push notification as a design risk rather than a feature and removed most of them. The few that stayed are user-configurable from the first onboarding screen, not buried in settings.

02

Recruiting the right testers was harder than the design itself

Three participants from the target group was the realistic limit for a project of this size, and the findings were sharp enough to act on. A follow-up study would need access to a clinical network, not an open call.

The challenge

Helping people with ASD understand their stress, not just measure it

The Moodmetric ring measures physical arousal, which is not the same as stress. Without input from the user, the ring data alone cannot tell you the cause.

The Fontys Lectoraat's stress-coaching project needed an app that paired ring data with journal entries from the user. The data side was the easier part of the project.

The harder part was the audience: people with Autism Spectrum Disorder, who often prefer simple tasks, work at their own pace, and can be triggered by unexpected interactions including push notifications.

Design goal: Build a simple, clear interface that helps users gain insight into their stress patterns through a combination of wearable data and their own journal entries, without overwhelming them in the process.

Research

Understanding the user before designing anything

Persona & empathy map

The persona was Daan, a 27-year-old graphic designer with ASD, working part-time and learning to manage workplace stress without burnout. His main problem was that he could feel his stress rising during the day but could not always identify what was causing it until he was already overwhelmed.

The empathy map was more useful than the persona alone. The design decisions depended on what Daan was thinking, feeling, doing, and saying at specific moments in the day, and the empathy map gave that texture: the morning check-in moment, the mid-task arousal spike, and the post-meeting recovery period.

User persona and empathy map for the Moodlet target user

User stories & requirements

User stories framed what users need from the app. As a person with ASD, I want to: know the causes of my stress, know what data is collected and how it is stored, have a simple data view so I don't feel overwhelmed, and have a personalised experience.

User stories and requirements mind map

Competitor analysis

We collected the good, best, and common practices of direct and indirect competitors. Direct competitors are apps that measure stress levels, such as Samsung Health and Apple Health. Indirect competitors are activity trackers, such as Productive.

Competitor analysis chart comparing direct and indirect competitors
Design process

From research to tested prototype

Information architecture

The functions were organised into three pages: the home page, with the arousal graph and actions to help users relax; the journal page, where users view the graph and journal entries for a chosen date; and the settings page, where users adjust app settings.

The strict three-page limit was the audience constraint. Navigation complexity is one of the strongest stress triggers for users with ASD, and three pages, each with one clear purpose, kept the cognitive load low. Features that would normally get their own page, like data analysis, trend views, and weekly summaries, lived as panels inside the three core pages.

Information architecture diagram showing the three core pages: home, journal, and settings

Sketches

Discussing the sketches with colleagues allowed us to identify potential issues or challenges early in the process.

Early sketches for the Moodlet interface

Figma prototype

The high-fidelity prototype turned the architecture and sketches into a testable flow. Key decisions:

  • The onboarding is transparent about everything related to data: permissions, how it is stored, and why the data is important.
  • The arousal graph is simple yet readable, with one colour, one axis, and one clear time window.
  • A "Capture Moment" button lets the user record what they were doing or feeling at a point, pairing the ring's arousal signal with the user's own context.
  • Moodlet boosters give advice on how users can bring their stress levels down.
  • The settings page lets users tailor the app to suit their needs.
  • Users can express their feelings with the SAM (Self-Assessment Manikin), a scientifically validated way to describe emotions.
  • Journal entries help users keep track of their activities and feelings.

The interface includes deliberate friction in a few places, because this audience benefits from interface rhythms that match their thinking pace. Capture Moment has a confirmation step, settings changes have an undo, and journal entries need a two-step confirmation to delete. Push notifications were treated as a risk rather than a feature: most were removed, and the few that stayed are user-configurable from the first onboarding screen.

High-fidelity Figma prototype showing key Moodlet screens
User testing

Testing with the target audience

We ran three interviews with participants from the target group, people with ASD, and asked them to perform tasks in the app. Three was the recruitment limit for this project, not the original target, and the insights were sharp enough to act on.

Iterations from testing

Two changes shipped before the prototype was final:

  • A comparison chart that lets the user stack two days against each other, added after participants said they wanted week-over-week patterns, not just current-day data.
  • A simplified SAM (Self-Assessment Manikin). The original labels under the faces were causing more confusion than they resolved. One participant said they were "telling me what to feel", so the labels were removed and replaced with a single neutral instruction at the top of the page.
Comparison chart for comparing data from different days
Comparison chart for stacking days against each other.
Updated SAM treatment without text labels, with added info layer
Updated SAM with the labels removed and a single neutral instruction at the top.
Real talk

What we learned about designing for people with ASD

01

Push notifications were the riskiest part of the design

For most apps a notification is a default tool. For this audience it can trigger the stress response the app is trying to help with. We treated every push notification as a design risk rather than a feature and removed most of them. The few that stayed are user-configurable from the first onboarding screen, not buried in settings.

02

Recruiting the right testers was harder than the design itself

Three participants from the target group was the realistic limit for a project of this size, and the findings were sharp enough to act on. A follow-up study would need access to a clinical network, not an open call.

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